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https://github.com/DrBeef/ioq3quest.git
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Fix OpenGL2 ignoring last light grid point on each axis
Also change light grid bounds clamping to make it more clear what invalid values are.
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parent
5768e2316a
commit
1bb2bc370d
2 changed files with 3 additions and 3 deletions
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@ -151,7 +151,7 @@ static void R_SetupEntityLightingGrid( trRefEntity_t *ent ) {
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frac[i] = v - pos[i];
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if ( pos[i] < 0 ) {
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pos[i] = 0;
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} else if ( pos[i] >= tr.world->lightGridBounds[i] - 1 ) {
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} else if ( pos[i] > tr.world->lightGridBounds[i] - 1 ) {
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pos[i] = tr.world->lightGridBounds[i] - 1;
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}
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}
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@ -156,7 +156,7 @@ static void R_SetupEntityLightingGrid( trRefEntity_t *ent, world_t *world ) {
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frac[i] = v - pos[i];
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if ( pos[i] < 0 ) {
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pos[i] = 0;
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} else if ( pos[i] >= world->lightGridBounds[i] - 1 ) {
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} else if ( pos[i] > world->lightGridBounds[i] - 1 ) {
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pos[i] = world->lightGridBounds[i] - 1;
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}
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}
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@ -189,7 +189,7 @@ static void R_SetupEntityLightingGrid( trRefEntity_t *ent, world_t *world ) {
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ignore = qfalse;
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( i & (1<<j) ) {
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if ((pos[j] + 1) >= world->lightGridBounds[j] - 1)
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if ((pos[j] + 1) > world->lightGridBounds[j] - 1)
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{
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ignore = qtrue; // ignore values outside lightgrid
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}
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